All done! It is listed as Telefrag Mechanism under my prefabs. My username is FluffyPup809398. The mechanism is actually really simple, only needing two scripts. The first checks to see if you are in the boundary, plays a sound, sets a screen FX, then uses a wait timer for 3 seconds. After that, a damage ratio script set to 100.00 is triggered, killing the player. The second script checks for when the player leaves the boundary. It simply removes the screen FX. All the scripts are in the receiver node.
putting it at 0 means it checks once. Putting it at 0.05 repeats the check every 0.05 seconds. I have also made it visible. I'll go back and check it though.
I took a look at your prefab, and it seems to kill a player standing on the exit node regardless of there being anyone trying to go through the entrance. I tried to modify my script based on yours, but it seems really inconsistent. Sometimes it will kill outright, sometimes it will work perfectly, and sometimes it won't work at all. Maybe someone can come along and point out what I'm doing wrong. Spoiler Sender Node Script 1 When: Boundary: Check Continuous Players 0.05Do: Power: Set Alpha On THIS Script 2 When: Boundary: Check Exit Players 0.05Do: Screen Effects: Set Players [add]Default Default Spoiler Receiver Node Script 1 When: Power: Check Alpha OnDo: Screen Effects: Set Boundary: THIS [add]Earthquake [video] Wait 3.00 Damage: Radtio Boundary: THIS [add]100.00 Script 2 When: Boundary: Check Exit Players 0.05Do: Screen Effects: Set Players [add]Default
The only thing that lead me not to believe that is if you take a soccer ball and put a boundry on it then add a script Saying boundy check comtinous and leave it a 0 seconds and then have the action move offset and have it target activator it will continually follow the person that enters it
OOOHHHH. Well, don't use the script I made, as its purpose was to kill outright. If you want to check for someone trying to enter, I can do so, as well as fixing up some things. I'll prefab it under Telefrag 2